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the whole game
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85
src/client/renderer/TileRenderer.h
Executable file
85
src/client/renderer/TileRenderer.h
Executable file
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#ifndef NET_MINECRAFT_CLIENT_RENDERER__TileRenderer_H__
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#define NET_MINECRAFT_CLIENT_RENDERER__TileRenderer_H__
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//package net.minecraft.client.renderer;
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class Tile;
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class FenceTile;
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class FenceGateTile;
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class ThinFenceTile;
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class StairTile;
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class LevelSource;
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class Material;
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class TileRenderer
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{
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public:
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TileRenderer(LevelSource* level = 0);
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void tesselateInWorld(Tile* tile, int x, int y, int z, int fixedTexture);
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bool tesselateInWorld(Tile* tt, int x, int y, int z);
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void tesselateInWorldNoCulling(Tile* tile, int x, int y, int z);
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bool tesselateTorchInWorld(Tile* tt, int x, int y, int z);
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bool tesselateLadderInWorld(Tile* tt, int x, int y, int z);
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bool tesselateCactusInWorld(Tile* tt, int x, int y, int z);
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bool tesselateCactusInWorld(Tile* tt, int x, int y, int z, float r, float g, float b);
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bool tesselateCrossInWorld(Tile* tt, int x, int y, int z);
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bool tesselateStemInWorld(Tile* _tt, int x, int y, int z);
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bool tesselateWaterInWorld(Tile* tt, int x, int y, int z);
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bool tesselateStairsInWorld(StairTile* tt, int x, int y, int z);
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bool tesselateDoorInWorld(Tile* tt, int x, int y, int z);
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bool tesselateFenceInWorld(FenceTile* tt, int x, int y, int z);
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bool tesselateThinFenceInWorld(ThinFenceTile* tt, int x, int y, int z);
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bool tesselateFenceGateInWorld(FenceGateTile* tt, int x, int y, int z);
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bool tesselateBedInWorld(Tile *tt, int x, int y, int z);
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bool tesselateRowInWorld(Tile* tt, int x, int y, int z);
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void tesselateTorch(Tile* tt, float x, float y, float z, float xxa, float zza);
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void tesselateCrossTexture(Tile* tt, int data, float x, float y, float z);
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void tesselateStemTexture(Tile* tt, int data, float h, float x, float y, float z);
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void tesselateStemDirTexture(Tile* tt, int data, int dir, float h, float x, float y, float z);
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void tesselateRowTexture(Tile* tt, int data, float x, float y, float z);
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void renderBlock(Tile* tt, LevelSource* level, int x, int y, int z);
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/*public*/
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bool tesselateBlockInWorld(Tile* tt, int x, int y, int z);
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bool tesselateBlockInWorld(Tile* tt, int x, int y, int z, float r, float g, float b);
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bool tesselateBlockInWorldWithAmbienceOcclusion(Tile* tt, int pX, int pY, int pZ, float pBaseRed, float pBaseGreen, float pBaseBlue);
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void renderFaceDown(Tile* tt, float x, float y, float z, int tex);
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void renderFaceUp(Tile* tt, float x, float y, float z, int tex);
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void renderNorth(Tile* tt, float x, float y, float z, int tex);
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void renderSouth(Tile* tt, float x, float y, float z, int tex);
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void renderWest(Tile* tt, float x, float y, float z, int tex);
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void renderEast(Tile* tt, float x, float y, float z, int tex);
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void renderTile(Tile* tile, int data);
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void renderGuiTile(Tile* tile, int data);
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static bool canRender(int renderShape);
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private:
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float getWaterHeight(int x, int y, int z, const Material* m);
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LevelSource* level;
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int fixedTexture;
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bool xFlipTexture;
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bool noCulling;
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bool applyAmbienceOcclusion;
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float ll000, llx00, ll0y0, ll00z, llX00, ll0Y0, ll00Z;
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float llxyz, llxy0, llxyZ, ll0yz, ll0yZ, llXyz, llXy0;
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float llXyZ, llxYz, llxY0, llxYZ, ll0Yz, llXYz, llXY0;
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float ll0YZ, llXYZ, llx0z, llX0z, llx0Z, llX0Z;
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int blsmooth;
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float c1r, c2r, c3r, c4r;
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float c1g, c2g, c3g, c4g;
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float c1b, c2b, c3b, c4b;
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bool llTrans0Yz, llTransXY0, llTransxY0, llTrans0YZ;
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bool llTransx0z, llTransX0Z, llTransx0Z, llTransX0z;
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bool llTrans0yz, llTransXy0, llTransxy0, llTrans0yZ;
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};
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#endif /*NET_MINECRAFT_CLIENT_RENDERER__TileRenderer_H__*/
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